6,096 Commits over 3,744 Days - 0.07cph!
vend machine health displays when below 95% (was 70%) CC : reddit
vending machine accepts up to 9999 currency stack size
fixed exploits
vending machine now shows condition for item being sold
vending machine obeys preventBuilding bounds
vending machine destroys when ground is removed
max transactions/sell order amount for conditioned items limited to 1
added most vending machine functionality
protocol++
fixed slightly off position of double door hatches
double armored door hatch functional
smoother movement on hatch open/close
phrases
granola bar eat sound added
paper cost reduced
Armored Single door now has a functioning hatch
vm basics
flame turret network usage reduction
flameturret fireballs slow movement by 20% more
large furnace has turn on/off buttons on loot panel
large furnace can only be accessed from its alcoves
fixed chocolate bar missing eat sound
compile fix
no fall damage when falling into water
flame turret visibility exploit fix
flame turret no longer damages deployables
flame turret flames actually slows movement now
lantern/tunalight increased protection values ( used to be destroyed with one hit )
lantern/tuna/ceiling light health only displays when below 50%
reverted door/hatch blunt protection change due to unforeseen complications
fence flame resistance increased
flame turret performance improvements
flame turret exploit fixes
pool leak fix (thanks bawng)
fixed flame turret damage going through walls sometimes
fixed orders of many menu options
drastically reduced cost of most signage
slightly decreased size of flame turret
lowered ambient flame turret volume
corn/pumpkin no longer ignore melee attacks
fix for ft shutting off every 5 seconds for one frame
I have no idea what I am doing
compile fix
can place lanterns on small boxes
arrow trails no longer bright white at night
most ammo stacks to 128 now (rifle/pistol)
bone armor cost reduced
deer mask cost reduced
rebalanced scale of wall light effects
wall light wax fake subsurface scattering toggles with light
lanterns/ceilinglights/walllights can only be accessed if building privileged
no more minor damage when fully protected from radiation (radsuit)
fixed bounds on plants
dead plants stick around longer and can be hacked down
each clone attempt loses 10% genetics
cleaver does slightly more damage and has a higher attack radius (on par with mace)
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disabled shell protection on ladder hatch
removed 60 second suicide delay for admins
waterballs more intelligently distribute water
planters require less trips to saturate soil
LiquidContainers can only fill buckets/bottles from their tap
fixed water barrel particle effects
plants properly restore their age on load
plant hydration-color reworked
fixed stacking bug with harvesting
reduced cost of bone knife
quartered arrow crafting time
halved bolt/ak/sar/smg/sap/thompson crafting time
lowered beartrap crafting time
lowered autoturret crafting time
F1 grenade is mainly antipersonnel now, barely any construction damage
F1 grenade much cheaper and doesn't require a spring
F1 grenade quicker throw time/snappier feeling
slightly nerfed meat food items
buffed corn/pumpkin food yield
visual plant hydration via tinting
reworked plant water yield - needs x mls over y time to produce z yield multiplier
reworked clone yield - always 2, extras from healthy (hydrated) plants
Larger, easier to see holosight reticle (including during day)
Larger, easier to see holosight reticle (including during day)
slightly reduced cost of waterpipe shotgun
reduced cost of double barrel (one less pipe)
removed gear cost from landmine
reduced blade cost of metal barricade
reduced stone cost of stone/concrete barricades
oil barrels also produce a small amount of low grade fuel in addition to crude
reduced recycler volume slightly but increased audible radius